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Adam Mage
Joined: 30 Dec 2002 Posts: 416 Location: Australia
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Posted: Tue Dec 04, 2007 9:50 am Post subject: |
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I guess i totally lost that showing off contest :p _________________ https://numbatlogic.com
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Tue Dec 04, 2007 9:55 am Post subject: |
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Mattias Gustavsson wrote: | Here's my attempt to do a DX9 engine:
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From your player/monster models and your engine screenies, you seemed to be a very talented graphics person. Both, from artistic and technological view.
Maybe I should pick up your pixie engine and try to do a game with it ;)
But currently I'm plagued by stupid health problems, and can't really focus on development. Tomorrow I'll have another examination, hope that it will be the last and they finally can help me, so I can pick up work again :(
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Mattias Gustavsson Mage
Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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Posted: Tue Dec 04, 2007 10:20 am Post subject: |
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Adam wrote: | I guess i totally lost that showing off contest :p |
I don't know, yours runs much faster than mine :D
Hajo wrote: | From your player/monster models and your engine screenies, you seemed to be a very talented graphics person. Both, from artistic and technological view. |
I'm really not an artistic person at all, I just use other peoples stuff and cut and paste them together. In my 3D engine I used poser models from here:http://renderosity.com/mod/bcs/index.php?vendor=liteluvr
and from here: http://frogames.net/shop/index.php?main_page=product_info&products_id=3.
And my player/monster models is all Poser as well, I just tweak the stuff to get a look I like :-) I do take care when doing it though, as the final touches can make a big difference, but I can't really take credit for the art :D
Hajo wrote: | Maybe I should pick up your pixie engine and try to do a game with it ;) |
Yah, feel free to pick up Pixie and see if it is for you. I'll be happy to help out a bit if you run into any problems with it :-)
Hajo wrote: | But currently I'm plagued by stupid health problems.. |
Sorry to hear that, it really sucks when you're in a position where problems in your life stops you from doing the things you really want to be doing... I do hope you get well soon. _________________ www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Tue Dec 04, 2007 11:31 am Post subject: |
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Thanks for the good wishes. Having another examination tomorrow which makes me quite nervous.
Poser is a great tool. With my former RPG project I really wished for having Poser, but I couldn't afford it. Now I could afford it, maybe I should just do that and have something nice to play with for the next weeks.
In a last, already a bit desperate step, I decided to go all low on the graphics and try very simple line art graphics. The thread below has two screenshots linked, and a long reasoning for my decision.
http://www.simugraph.com/feedback_forum/viewtopic.php?t=18
I'm not sure if people will accept that level of graphics, but at least it allows to focus much more on the content. It's currently my last hope, if I cannot complete a dungeon crawl on this level, I must give in, I think.
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RampantCoyote Demon Hunter
Joined: 16 May 2006 Posts: 546 Location: Salt Lake City, Utah
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Posted: Tue Dec 04, 2007 9:28 pm Post subject: |
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You know, even if the line art doesn't cut it for a commercial release or something, it's great while its in development. And I think it helps call attention to the "important parts" of the game --- too often eye-candy is used to hide the fact the underlying game mechanics are crap.
And look at how successful Kingdom of Loathing has gotten with stick-figure-art! _________________ Tales of the Rampant Coyote - Old-School Game Developer talks Indie Games, RPGs, and the Games Biz
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Wed Dec 05, 2007 1:53 am Post subject: |
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Poser is an awesome tool the last time I remember trying it out! There's quite a wide selection of pre-built models available. Unfortunately, they don't fit well into my own cartoony jrpg styled game. Besides, I like my graphics to be 100% original.
Quote: | I'm not sure if people will accept that level of graphics, but at least it allows to focus much more on the content. It's currently my last hope, if I cannot complete a dungeon crawl on this level, I must give in, I think. |
Sorry to hear about your health. I hope you do get better soon.
I concur with your decision on going with lower graphics. Every person has their own specialty (programming, writing, art...), and it is usually best to leave specific tasks to those who are experts in those fields. That is leave the programming job to a programmer, artwork to the artist, game-play mechanics to the designer, etc.. That way you can have the best of all aspects for your game. It is probably best to find an artist to replace your line artwork in the future as that would allow you to fully concentrate on the game mechanics without worrying too much about the graphics. But I do understand the frustration of finding dedicated people to work for you (for free).
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Mattias Gustavsson Mage
Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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Posted: Wed Dec 05, 2007 9:29 am Post subject: |
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RedSlash wrote: | That is leave the programming job to a programmer, artwork to the artist, game-play mechanics to the designer, etc.. |
I don't agree with this :-) That's what we do in the games industry, and I don't think the result is always good. For example, most designers I've worked with haven't had a clue how to design good games, or even a working understanding of how they are made. I've worked with plenty of artists who thinks the gameplay should be adapted to their art, or adapted to show off the art in the best way. I've worked with several programmers who couldn't care less about the game, as their interest lies in technology, meaning they are reluctant to change their nice systems to accomodate the needs of the game.
With a really good and experienced producer who know what he wants the game to be, the end result can be very good. But most producers are not very good at all, and what you end up with is "design by comitte", and concepts which started fresh and original ends up watered-down after everyone have had their say.
For me, the most interesting stuff is usually when ONE person have had a vision, and then followed it through to a complete product on their own. It doesn't matter if the art is not AAA quality, or the programming has been done in game maker. If that's what was needed for them to realize their idea, that's fine with me, as the result will be WAY more interesting to play than something which have been adapted to be approved by 20+ people :D
That being said, there ARE teams which works really well together, and produce real good stuff by working together and building on each others ideas... but it's very rare, and usually small teams.
I wish I could do art myself, so I could translate my ideas and visions to exactly the form I wanted to... as it is now, I have to settle with things which are more or less a likeness of what I really wanted... But I'd rather do that than compromise the "feel" of my game by having, for example, an artist with a different vision from mine to always have to come to an agreement with.
And I bet there's lots of artists wishing they could program as well... But for artists, there's applications like Gamemaker, and for programmers, there's applications like Poser, so it IS possible to do games all on your own. And I'd like to see more people try :D _________________ www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Wed Dec 05, 2007 5:21 pm Post subject: |
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That's why I said "experts" in the field. By experts, I do mean good at what they do. So a bad designer will still produce badly designed games. Although you do bring up a very good point about working with artists/programmers that think game should be run their own way. This stresses the importance of teamwork in any environment. It can be difficult to find good people to work for you. By any means, I'm not suggesting that solo developers can't produce good games. In fact, some of the best games I've played are from solo developers (much better than those 3D games we see today). While some of these games had horrific graphics, I think they could've been better improved visually if they found a good artist that they could work well with. I mean, if you have a great game with bad art, I don't see the drawback for having a great game with great art. Now you see, nothing I say applies if your a hobbiest developer. As a hobbiest, I think you should just try your best to achieve your goal.
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RampantCoyote Demon Hunter
Joined: 16 May 2006 Posts: 546 Location: Salt Lake City, Utah
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Posted: Wed Dec 05, 2007 7:29 pm Post subject: |
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/agree Mattias.
Additionally, if you go too far in this compartmentalization of knowledge and skill, you end up with a lack of communication, a feeling of many issues being "someone else's problem," and a lack of a feeling of investment and ownership of the game on the part of all team members.
That's the opposite of what you really want. You want ALL of the team members invested and treating the game as if it was their own baby.
Yeah, you need to defer to the guys responsible --- programmers can make suggestions for the art and design, but ultimately someone else must make the final call. That much I'll agree with. But I'm very much in favor of cross-discipline discussions, communication, and knowledge wherever possible. Especially for the designers, who need to be able to talk to artists without saying things like "It needs to be more green," or programmers without saying, "It needs to be tighter." _________________ Tales of the Rampant Coyote - Old-School Game Developer talks Indie Games, RPGs, and the Games Biz
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